|
1
|
base_xpos = (room == room_dw_mansion_acid_tunnel_loop_rouxls) ? x : camerax();
|
|
2
|
base_ypos = (room == room_dw_mansion_acid_tunnel_loop_rouxls) ? y : cameray();
|
|
3
|
maker = 0;
|
|
4
|
if (room != room_dw_mansion_acid_tunnel_loop_rouxls)
|
|
5
|
depth = obj_rouxls_enemy.depth + 9997;
|
|
6
|
else
|
|
7
|
depth = 840000;
|
|
8
|
AvailableTension = 150;
|
|
9
|
HouseTensionCost = 0;
|
|
10
|
HouseCount = 0;
|
|
11
|
HouseCountMax = 1;
|
|
12
|
RouxlsTurn = 0;
|
|
13
|
RouxlsHouseMax = 2;
|
|
14
|
RalseiDistract = 0;
|
|
15
|
RalseiDistractTwice = 0;
|
|
16
|
for (i = 0; i < 16; i += 1)
|
|
17
|
{
|
|
18
|
for (j = 0; j < 6; j += 1)
|
|
19
|
{
|
|
20
|
TileLand[i][j] = 0;
|
|
21
|
TileHasHouse[i][j] = 0;
|
|
22
|
TileYouCanBuild[i][j] = 0;
|
|
23
|
TileRouxlsCanBuild[i][j] = 0;
|
|
24
|
tileHouseY[i][j] = 0;
|
|
25
|
if (collision_point(base_xpos + (i * 40) + 20, cameray() + (j * 40) + 100, obj_simtown_landmaker, false, true))
|
|
26
|
TileLand[i][j] = 1;
|
|
27
|
}
|
|
28
|
}
|
|
29
|
TileHasHouse[4][0] = 1;
|
|
30
|
TileHasHouse[11][5] = 2;
|
|
31
|
CursorX = 0;
|
|
32
|
CursorY = 0;
|
|
33
|
CursorVisualX = 0;
|
|
34
|
CursorVisualY = 0;
|
|
35
|
YourAvailableTileTotal = 0;
|
|
36
|
RouxlsAvailableTileTotal = 0;
|
|
37
|
GameOver = 0;
|
|
38
|
MyTurn = -1;
|
|
39
|
TurnCon = 0;
|
|
40
|
StatusMessage = "* Build a house!";
|
|
41
|
scr_simtown_canbuild_checkscr_simtown_canbuild_check
function scr_simtown_canbuild_check()
{
YourAvailableTileTotal = 0;
RouxlsAvailableTileTotal = 0;
GameOver = 0;
for (i = 0; i < 16; i += 1)
{
for (j = 0; j < 6; j += 1)
{
TileYouCanBuild[i][j] = 0;
TileRouxlsCanBuild[i][j] = 0;
if (TileLand[i][j] == 1 && TileHasHouse[i][j] == 0)
{
if (j > 0)
{
for (k = 0; k < 3; k += 1)
{
if (TileHasHouse[(i - 1) + k][j - 1] == 1)
TileYouCanBuild[i][j] = 1;
if (TileHasHouse[(i - 1) + k][j - 1] == 2)
TileRouxlsCanBuild[i][j] = 1;
}
}
if (j < 5)
{
for (k = 0; k < 3; k += 1)
{
if (TileHasHouse[(i - 1) + k][j + 1] == 1)
TileYouCanBuild[i][j] = 1;
if (TileHasHouse[(i - 1) + k][j + 1] == 2)
TileRouxlsCanBuild[i][j] = 1;
}
}
if (TileHasHouse[i - 1][j] == 1)
TileYouCanBuild[i][j] = 1;
if (TileHasHouse[i - 1][j] == 2)
TileRouxlsCanBuild[i][j] = 1;
if (TileHasHouse[i + 1][j] == 1)
TileYouCanBuild[i][j] = 1;
if (TileHasHouse[i + 1][j] == 2)
TileRouxlsCanBuild[i][j] = 1;
}
if (TileYouCanBuild[i][j] == 1)
YourAvailableTileTotal += 1;
if (TileRouxlsCanBuild[i][j] == 1)
RouxlsAvailableTileTotal += 1;
}
}
if (YourAvailableTileTotal == 0)
GameOver = 1;
if (RouxlsAvailableTileTotal == 0)
GameOver = 1;
} ();
|
|
42
|
scr_simtown_reset_cursorscr_simtown_reset_cursor
function scr_simtown_reset_cursor()
{
if (GameOver == 0)
{
for (i = 0; i < 16; i += 1)
{
for (j = 0; j < 6; j += 1)
{
if (TileYouCanBuild[i][j] == 1)
{
CursorX = i;
CursorY = j;
CursorVisualX = cameray() + (i * 40);
CursorVisualY = cameray() + (j * 40) + 80;
exit;
}
}
}
}
} ();
|
|
43
|
siner = 0;
|
|
44
|
actresult = "tie";
|
|
45
|
specialCursor = scr_dark_markerscr_dark_marker
function scr_dark_marker(arg0, arg1, arg2)
{
thismarker = instance_create(arg0, arg1, obj_marker);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
image_xscale = 2;
image_yscale = 2;
}
return thismarker;
} (-100, -100, spr_simtown_selector);
|
|
46
|
specialCursor.depth = -100;
|
|
47
|
specialCursor.image_speed = 0.2;
|
|
48
|
flyaway = 0;
|